#include <windows.h>								// Header File For Windows

#include <math.h>						// Header File For Windows Math Library		( ADD )
#include <stdio.h>						// Header File For Standard Input/Output	( ADD )
#include <stdarg.h>						// Header File For Variable Argument Routines	( ADD )


#include <gl\gl.h>								// Header File For The OpenGL32 Library
#include <gl\glu.h>								// Header File For The GLu32 Library
#include <gl\glaux.h>								// Header File For The GLaux Library


#include "MDLModel.h"

#pragma warning(disable : 4244 ) // conversion from 'double' to 'float', possible loss of data
#pragma warning(disable : 4305 ) // truncation from 'const double' to 'float'

#define	MDLFILE01	"Data/hassassin.mdl"
#define	MDLFILE02	"Data/Irys.mdl"
TMDLModel		MdlModel[2];					// MDL Model

HGLRC           hRC=NULL;							// Permanent Rendering Context
HDC             hDC=NULL;							// Private GDI Device Context
HWND            hWnd=NULL;							// Holds Our Window Handle
HINSTANCE       hInstance;							// Holds The Instance Of The Application

GLuint	base;							// Base Display List For The Font Set
GLfloat	cnt1;							// 1st Counter Used To Move Text & For Coloring
GLfloat	cnt2;							// 2nd Counter Used To Move Text & For Coloring



bool	keys[256];								// Array Used For The Keyboard Routine
bool	active=TRUE;								// Window Active Flag Set To TRUE By Default
bool	fullscreen=TRUE;							// Fullscreen Flag Set To Fullscreen Mode By Default

unsigned int width=640;
unsigned int height=480;

 
static float scale = 0.027f;
GLfloat xrot3=0.0f,yrot3=0.0f,zrot3=0.0f,Rot=1.0f; 
GLfloat xrot=0.0f,yrot=0.0f,zrot=0.0f;

GLfloat x_rot3=280.0f,y_rot3=0.0f,z_rot3=90.0f;
GLfloat x_rot=0.0f,y_rot=0.0f,z_rot=0.0f;

GLfloat I3=0.0f,O3=-0.43f,P3=-5.0f;
GLfloat I=0.0f,O=-0.35f,P=-1.2f;

unsigned int CAction=0;
bool Walk=false; 
bool Switch = false;
unsigned int Frame=0;
unsigned int Action=0;
float Counter=0.0f;
unsigned int Animation=0;

GLfloat MoV=0.0f,mOv=0.0f,Mov=0.0f;
GLfloat XCam=0.0f,YCam=0.0f,ZCam=2.0f;
unsigned int Models;


LRESULT	CALLBACK WndProc(HWND, UINT, WPARAM, LPARAM);				// Declaration For WndProc

void DrawModels( )
{
	glFrontFace(GL_CCW);
	glCullFace(GL_FRONT);
	glEnable(GL_CULL_FACE);			
	glTranslatef(0.1f, -0.3f, -1.0f);
	glRotatef(xrot3,1.0f,0.0f,0.0f);									
	glRotatef(yrot3,0.0f,1.0f,0.0f);
	glRotatef(zrot3,0.0f,0.0f,1.0f); 
	glScalef( 0.007f, 0.007f, 0.007f );

		switch(Action)
		{
		case 0:
			{
				if(Animation!=0)
				{
					Animation=0;
					MdlModel[0].SetSequence(0); //1st sequence
					MdlModel[1].SetSequence(0); //1st sequence
				}
				break;
			}
		case 1:
			{
				if(Animation!=1)
				{
					Animation=1;
					MdlModel[0].SetSequence(4); //4th sequence of the hassassin model
					MdlModel[1].SetSequence(1); //2nd sequence of my model
				}
				break;
			}

		} 

	MdlModel[1].SetBlending(0, 0.0f);
	MdlModel[0].SetBlending(1,1.0f);

	static float	Previous;
	float Current	= GetTickCount( ) / 1000.0f;
		for(Models=0;Models<2;Models++)
		{
			MdlModel[Models].AdvanceFrame(Current - Previous);
			//MdlModel[Models].SetBlending(1, 0.0f);
		}
			MdlModel[0].DrawModel();
	glLoadIdentity();			
	glTranslatef(-0.2f, -0.3f, -1.0f);
	glRotatef(xrot3,1.0f,0.0f,0.0f);									
	glRotatef(yrot3,0.0f,1.0f,0.0f);
	glRotatef(zrot3,0.0f,0.0f,1.0f); 
	glScalef( 0.04f, 0.04f, 0.04f );
			MdlModel[1].DrawModel();
		Previous	= Current;
	glDisable(GL_CULL_FACE);
}

GLvoid BuildFont(GLvoid)					// Build Our Bitmap Font
{
	HFONT	font;						// Windows Font ID
	HFONT	oldfont;					// Used For Good House Keeping

	base = glGenLists(96);					// Storage For 96 Characters ( NEW )
	font = CreateFont(	-18,				// Height Of Font ( NEW )
				0,				// Width Of Font
				0,				// Angle Of Escapement
				0,				// Orientation Angle
				FW_BOLD,			// Font Weight
				FALSE,				// Italic
				FALSE,				// Underline
				FALSE,				// Strikeout
				ANSI_CHARSET,			// Character Set Identifier
				OUT_TT_PRECIS,			// Output Precision
				CLIP_DEFAULT_PRECIS,		// Clipping Precision
				ANTIALIASED_QUALITY,		// Output Quality
				FF_DONTCARE|DEFAULT_PITCH,	// Family And Pitch
				"Courier New");			// Font Name
	oldfont = (HFONT)SelectObject(hDC, font);		// Selects The Font We Want
	wglUseFontBitmaps(hDC, 32, 96, base);			// Builds 96 Characters Starting At Character 32
	SelectObject(hDC, oldfont);				// Selects The Font We Want
	DeleteObject(font);					// Delete The Font
}

GLvoid KillFont(GLvoid)						// Delete The Font List
{
 	glDeleteLists(base, 96);				// Delete All 96 Characters ( NEW )
}

GLvoid glPrint(const char *fmt, ...)				// Custom GL "Print" Routine
{
	char		text[256];				// Holds Our String
	va_list		ap;					// Pointer To List Of Arguments
	if (fmt == NULL)					// If There's No Text
		return;						// Do Nothing
	va_start(ap, fmt);					// Parses The String For Variables
	    vsprintf(text, fmt, ap);				// And Converts Symbols To Actual Numbers
	va_end(ap);						// Results Are Stored In Text
	glPushAttrib(GL_LIST_BIT);				// Pushes The Display List Bits		( NEW )
	glListBase(base - 32);					// Sets The Base Character to 32	( NEW )
	glCallLists(strlen(text), GL_UNSIGNED_BYTE, text);	// Draws The Display List Text	( NEW )
	glPopAttrib();						// Pops The Display List Bits	( NEW )
}

GLvoid ReSizeGLScene(GLsizei width, GLsizei height)				// Resize And Initialize The GL Window
{
	if (height==0)								// Prevent A Divide By Zero By
	{
		height=1;							// Making Height Equal One
	}

	glViewport(0, 0, width, height);					// Reset The Current Viewport
	glMatrixMode(GL_PROJECTION);						// Select The Projection Matrix
	glLoadIdentity();							// Reset The Projection Matrix

	// Calculate The Aspect Ratio Of The Window
	gluPerspective(45.0f,(GLfloat)width/(GLfloat)height,0.1f,100.0f);

	glMatrixMode(GL_MODELVIEW);						// Select The Modelview Matrix
	glLoadIdentity();							// Reset The Modelview Matrix
}

int InitGL(GLvoid)								// All Setup For OpenGL Goes Here
{

	MdlModel[0].Init(MDLFILE01);
	MdlModel[0].SetSequence(0);
	MdlModel[1].Init(MDLFILE02);
	MdlModel[1].SetSequence(0);

	glEnable(GL_TEXTURE_2D);
	glShadeModel(GL_SMOOTH);						// Enables Smooth Shading
	glClearColor(0.5f, 0.5f, 0.5f, 0.5f);					// Black Background
	glClearDepth(1.0f);							// Depth Buffer Setup
	glEnable(GL_DEPTH_TEST);						// Enables Depth Testing
	glDepthFunc(GL_LEQUAL);							// The Type Of Depth Test To Do
	glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);			// Really Nice Perspective Calculations

	BuildFont();						// Build The Font

		gluPerspective(40.0f,0.5f,1.2f,100.0f);

	return TRUE;								// Initialization Went OK
}

int DrawGLScene(GLvoid)								// Here's Where We Do All The Drawing
{
	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);			// Clear The Screen And The Depth Buffer
	glLoadIdentity();
	glRasterPos3f(0.0f,0.03f,-0.1f);
	glPrint("Up Arrow = Walk");
	glRasterPos3f(0.0f,0.025f,-0.1f);
	glPrint("Left-Right Arrow = Rotate");
	glRasterPos3f(-0.05f,0.0f,-0.1f);
	glPrint("My Model");
	glRasterPos3f(0.027f,0.0f,-0.1f);
	glPrint("Half-Life");
	glRasterPos3f(0.027f,-0.004f,-0.1f);
	glPrint("Valve Model");
	DrawModels();
	P=MoV;
	/*char c1[15];
	gcvt(MoV,4,c1);
	SetWindowText(hWnd,c1);*/

	xrot3=x_rot3;
	yrot3=y_rot3;
	zrot3=z_rot3;
	xrot=x_rot;
	yrot=y_rot;
	zrot=z_rot;

	return TRUE;								// Everything Went OK
}
GLvoid KillGLWindow(GLvoid)							// Properly Kill The Window
{
  if (fullscreen)								// Are We In Fullscreen Mode?
	{
		ChangeDisplaySettings(NULL,0);					// If So Switch Back To The Desktop
		ShowCursor(TRUE);						// Show Mouse Pointer
	}

	if (hRC)								// Do We Have A Rendering Context?
	{

		if (!wglMakeCurrent(NULL,NULL))					// Are We Able To Release The DC And RC Contexts?
		{

			MessageBox(NULL,"Release Of DC And RC Failed.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
		}

		if (!wglDeleteContext(hRC))					// Are We Able To Delete The RC?
		{

			MessageBox(NULL,"Release Rendering Context Failed.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
		}
		hRC=NULL;							// Set RC To NULL
	}

	if (hDC && !ReleaseDC(hWnd,hDC))					// Are We Able To Release The DC
	{
		MessageBox(NULL,"Release Device Context Failed.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
		hDC=NULL;							// Set DC To NULL
	}

	if (hWnd && !DestroyWindow(hWnd))					// Are We Able To Destroy The Window?
	{
		MessageBox(NULL,"Could Not Release hWnd.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
		hWnd=NULL;							// Set hWnd To NULL
	}

	if (!UnregisterClass("OpenGL",hInstance))				// Are We Able To Unregister Class
	{
		MessageBox(NULL,"Could Not Unregister Class.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
		hInstance=NULL;							// Set hInstance To NULL
	}


	KillFont();						// Destroy The Font


}

BOOL CreateGLWindow(char* title, int width, int height, int bits, bool fullscreenflag)
{

	GLuint		PixelFormat;						// Holds The Results After Searching For A Match

	WNDCLASS	wc;							// Windows Class Structure

	DWORD		dwExStyle;						// Window Extended Style
	DWORD		dwStyle;						// Window Style

	RECT WindowRect;							// Grabs Rectangle Upper Left / Lower Right Values
	WindowRect.left=(long)0;						// Set Left Value To 0
	WindowRect.right=(long)width;						// Set Right Value To Requested Width
	WindowRect.top=(long)0;							// Set Top Value To 0
	WindowRect.bottom=(long)height;						// Set Bottom Value To Requested Height

	fullscreen=fullscreenflag;						// Set The Global Fullscreen Flag

	hInstance		= GetModuleHandle(NULL);			// Grab An Instance For Our Window
	wc.style		= CS_HREDRAW | CS_VREDRAW | CS_OWNDC;		// Redraw On Move, And Own DC For Window
	wc.lpfnWndProc		= (WNDPROC) WndProc;				// WndProc Handles Messages
	wc.cbClsExtra		= 0;						// No Extra Window Data
	wc.cbWndExtra		= 0;						// No Extra Window Data
	wc.hInstance		= hInstance;					// Set The Instance
	wc.hIcon		= LoadIcon(NULL, IDI_WINLOGO);			// Load The Default Icon
	wc.hCursor		= LoadCursor(NULL, IDC_ARROW);			// Load The Arrow Pointer
	wc.hbrBackground	= NULL;						// No Background Required For GL
	wc.lpszMenuName		= NULL;						// We Don't Want A Menu
	wc.lpszClassName	= "OpenGL";					// Set The Class Name

	if (!RegisterClass(&wc))						// Attempt To Register The Window Class
	{
		MessageBox(NULL,"Failed To Register The Window Class.","ERROR",MB_OK|MB_ICONEXCLAMATION);
		return FALSE;							// Exit And Return FALSE
	}

	if (fullscreen)								// Attempt Fullscreen Mode?
	{

		DEVMODE dmScreenSettings;					// Device Mode
		memset(&dmScreenSettings,0,sizeof(dmScreenSettings));		// Makes Sure Memory's Cleared
		dmScreenSettings.dmSize=sizeof(dmScreenSettings);		// Size Of The Devmode Structure
		dmScreenSettings.dmPelsWidth	= width;			// Selected Screen Width
		dmScreenSettings.dmPelsHeight	= height;			// Selected Screen Height
		dmScreenSettings.dmBitsPerPel	= bits;				// Selected Bits Per Pixel
		dmScreenSettings.dmFields=DM_BITSPERPEL|DM_PELSWIDTH|DM_PELSHEIGHT;

		// Try To Set Selected Mode And Get Results.  NOTE: CDS_FULLSCREEN Gets Rid Of Start Bar.
		if (ChangeDisplaySettings(&dmScreenSettings,CDS_FULLSCREEN)!=DISP_CHANGE_SUCCESSFUL)
		{

			// If The Mode Fails, Offer Two Options.  Quit Or Run In A Window.
			if (MessageBox(NULL,"The Requested Fullscreen Mode Is Not Supported By\nYour Video Card. Use Windowed Mode Instead?","NeHe GL",MB_YESNO|MB_ICONEXCLAMATION)==IDYES)
			{

				fullscreen=FALSE;				// Select Windowed Mode (Fullscreen=FALSE)
			}
			else
			{

				// Pop Up A Message Box Letting User Know The Program Is Closing.
				MessageBox(NULL,"Program Will Now Close.","ERROR",MB_OK|MB_ICONSTOP);
				return FALSE;					// Exit And Return FALSE
			}
		}
	}

	if (fullscreen)								// Are We Still In Fullscreen Mode?
	{

		dwExStyle=WS_EX_APPWINDOW;					// Window Extended Style
		dwStyle=WS_POPUP;						// Windows Style
		ShowCursor(FALSE);						// Hide Mouse Pointer
	}
	else
	{

		dwExStyle=WS_EX_APPWINDOW | WS_EX_WINDOWEDGE;			// Window Extended Style
		dwStyle=WS_OVERLAPPEDWINDOW;					// Windows Style
	}

	AdjustWindowRectEx(&WindowRect, dwStyle, FALSE, dwExStyle);		// Adjust Window To True Requested Size

	if (!(hWnd=CreateWindowEx(	dwExStyle,				// Extended Style For The Window
					"OpenGL",				// Class Name
					title,					// Window Title
					WS_CLIPSIBLINGS |			// Required Window Style
					WS_CLIPCHILDREN |			// Required Window Style
					dwStyle,				// Selected Window Style
					0, 0,					// Window Position
					WindowRect.right-WindowRect.left,	// Calculate Adjusted Window Width
					WindowRect.bottom-WindowRect.top,	// Calculate Adjusted Window Height
					NULL,					// No Parent Window
					NULL,					// No Menu
					hInstance,				// Instance
					NULL)))					// Don't Pass Anything To WM_CREATE

	{
		KillGLWindow();							// Reset The Display
		MessageBox(NULL,"Window Creation Error.","ERROR",MB_OK|MB_ICONEXCLAMATION);
		return FALSE;							// Return FALSE
	}

	static	PIXELFORMATDESCRIPTOR pfd=					// pfd Tells Windows How We Want Things To Be
	{
		sizeof(PIXELFORMATDESCRIPTOR),					// Size Of This Pixel Format Descriptor
		1,								// Version Number
		PFD_DRAW_TO_WINDOW |						// Format Must Support Window
		PFD_SUPPORT_OPENGL |						// Format Must Support OpenGL
		PFD_DOUBLEBUFFER,						// Must Support Double Buffering
		PFD_TYPE_RGBA,							// Request An RGBA Format
		bits,								// Select Our Color Depth
		0, 0, 0, 0, 0, 0,						// Color Bits Ignored
		0,								// No Alpha Buffer
		0,								// Shift Bit Ignored
		0,								// No Accumulation Buffer
		0, 0, 0, 0,							// Accumulation Bits Ignored
		16,								// 16Bit Z-Buffer (Depth Buffer)
		0,								// No Stencil Buffer
		0,								// No Auxiliary Buffer
		PFD_MAIN_PLANE,							// Main Drawing Layer
		0,								// Reserved
		0, 0, 0								// Layer Masks Ignored
	};

	if (!(hDC=GetDC(hWnd)))							// Did We Get A Device Context?
	{
		KillGLWindow();							// Reset The Display
		MessageBox(NULL,"Can't Create A GL Device Context.","ERROR",MB_OK|MB_ICONEXCLAMATION);
		return FALSE;							// Return FALSE
	}

	if (!(PixelFormat=ChoosePixelFormat(hDC,&pfd)))				// Did Windows Find A Matching Pixel Format?
	{
		KillGLWindow();							// Reset The Display
		MessageBox(NULL,"Can't Find A Suitable PixelFormat.","ERROR",MB_OK|MB_ICONEXCLAMATION);
		return FALSE;							// Return FALSE
	}

	if(!SetPixelFormat(hDC,PixelFormat,&pfd))				// Are We Able To Set The Pixel Format?
	{
		KillGLWindow();							// Reset The Display
		MessageBox(NULL,"Can't Set The PixelFormat.","ERROR",MB_OK|MB_ICONEXCLAMATION);
		return FALSE;							// Return FALSE
	}

	if (!(hRC=wglCreateContext(hDC)))					// Are We Able To Get A Rendering Context?
	{
		KillGLWindow();							// Reset The Display
		MessageBox(NULL,"Can't Create A GL Rendering Context.","ERROR",MB_OK|MB_ICONEXCLAMATION);
		return FALSE;							// Return FALSE
	}

	if(!wglMakeCurrent(hDC,hRC))						// Try To Activate The Rendering Context
	{
		KillGLWindow();							// Reset The Display
		MessageBox(NULL,"Can't Activate The GL Rendering Context.","ERROR",MB_OK|MB_ICONEXCLAMATION);
		return FALSE;							// Return FALSE
	}

	ShowWindow(hWnd,SW_SHOW);						// Show The Window
	SetForegroundWindow(hWnd);						// Slightly Higher Priority
	SetFocus(hWnd);								// Sets Keyboard Focus To The Window
	ReSizeGLScene(width, height);						// Set Up Our Perspective GL Screen

	if (!InitGL())								// Initialize Our Newly Created GL Window
	{
		KillGLWindow();							// Reset The Display
		MessageBox(NULL,"Initialization Failed.","ERROR",MB_OK|MB_ICONEXCLAMATION);
		return FALSE;							// Return FALSE
	}

	return TRUE;								// Success
}
LRESULT CALLBACK WndProc(	HWND	hWnd,					// Handle For This Window
				UINT	uMsg,					// Message For This Window
				WPARAM	wParam,					// Additional Message Information
				LPARAM	lParam)					// Additional Message Information
{

	switch (uMsg)								// Check For Windows Messages
	{

		case WM_ACTIVATE:						// Watch For Window Activate Message
		{
			if (!HIWORD(wParam))					// Check Minimization State
			{
				active=TRUE;					// Program Is Active
			}
			else
			{
				active=FALSE;					// Program Is No Longer Active
			}

			return 0;						// Return To The Message Loop
		}

		case WM_SYSCOMMAND:						// Intercept System Commands
		{
			switch (wParam)						// Check System Calls
			{
				case SC_SCREENSAVE:				// Screensaver Trying To Start?
				case SC_MONITORPOWER:				// Monitor Trying To Enter Powersave?
				return 0;					// Prevent From Happening
			}
			break;							// Exit
		}

		case WM_CLOSE:							// Did We Receive A Close Message?
		{
			PostQuitMessage(0);					// Send A Quit Message
			return 0;						// Jump Back
		}

		case WM_KEYDOWN:						// Is A Key Being Held Down?
		{
			keys[wParam] = TRUE;					// If So, Mark It As TRUE
			return 0;						// Jump Back
		}

		case WM_KEYUP:							// Has A Key Been Released?
		{
			keys[wParam] = FALSE;					// If So, Mark It As FALSE
			return 0;						// Jump Back
		}

		case WM_SIZE:							// Resize The OpenGL Window
		{
			ReSizeGLScene(LOWORD(lParam),HIWORD(lParam));		// LoWord=Width, HiWord=Height
			return 0;						// Jump Back
		}
	}

	// Pass All Unhandled Messages To DefWindowProc
	return DefWindowProc(hWnd,uMsg,wParam,lParam);
}

int WINAPI WinMain(	HINSTANCE	hInstance,				// Instance
			HINSTANCE	hPrevInstance,				// Previous Instance
			LPSTR		lpCmdLine,				// Command Line Parameters
			int		nCmdShow)				// Window Show State
{

	MSG	msg;								// Windows Message Structure
	BOOL	done=FALSE;							// Bool Variable To Exit Loop

	// Ask The User Which Screen Mode They Prefer
	//if (MessageBox(NULL,"Would You Like To Run In Fullscreen Mode?", "Start FullScreen?",MB_YESNO|MB_ICONQUESTION)==IDNO)
	//{
		fullscreen=FALSE;						// Windowed Mode
	//}

	// Create Our OpenGL Window
	if (!CreateGLWindow("ShadowGL Mdl Models",640,480,16,fullscreen))
	{
		return 0;							// Quit If Window Was Not Created
	}

	while(!done)								// Loop That Runs Until done=TRUE
	{

		if (PeekMessage(&msg,NULL,0,0,PM_REMOVE))			// Is There A Message Waiting?
		{

			if (msg.message==WM_QUIT)				// Have We Received A Quit Message?
			{
				done=TRUE;					// If So done=TRUE
			}
			else							// If Not, Deal With Window Messages
			{

				TranslateMessage(&msg);				// Translate The Message
				DispatchMessage(&msg);				// Dispatch The Message
			}
		}
		else								// If There Are No Messages
		{

			// Draw The Scene.  Watch For ESC Key And Quit Messages From DrawGLScene()
			if (active)						// Program Active?
			{
				if (keys[VK_ESCAPE])				// Was ESC Pressed?
				{
					done=TRUE;				// ESC Signalled A Quit
				}
				else						// Not Time To Quit, Update Screen
				{

					DrawGLScene();				// Draw The Scene
					SwapBuffers(hDC);			// Swap Buffers (Double Buffering)
				}
			}

			if (keys[VK_F1])					// Is F1 Being Pressed?
			{
				keys[VK_F1]=FALSE;				// If So Make Key FALSE
				KillGLWindow();					// Kill Our Current Window
				fullscreen=!fullscreen;				// Toggle Fullscreen / Windowed Mode
				// Recreate Our OpenGL Window
				if (!CreateGLWindow("ShadowGL Mdl Models",640,480,16,fullscreen))
				{
					return 0;				// Quit If Window Was Not Created
				}
			}
			if (keys[VK_INSERT])
			{
				Mov-=1.0f;
			}
			if (!keys[VK_INSERT])
			{
			}
			if (keys[VK_DELETE])
			{
				Mov+=1.0f;
			}
			if (!keys[VK_DELETE])
			{
			}
			if (keys[VK_HOME])
			{
				mOv-=0.1f;
			}
			if (!keys[VK_HOME])
			{
			}
			if (keys[VK_END])
			{
				mOv+=0.1f;
			}
			if (!keys[VK_END])
			{
			}

			if (keys[VK_PRIOR])
			{
				MoV-=0.001f;
			}
			if (!keys[VK_PRIOR])
			{
			}
			if (keys[VK_NEXT])
			{
				MoV+=0.001f;
			}
			if (!keys[VK_NEXT])
			{
			}

			if (keys[VK_UP])
			{
				Action=1;
			}
			if (!keys[VK_UP])
			{
				Action=0;
			}
			if (keys[VK_DOWN])
			{
			}
			if (!keys[VK_DOWN])
			{
			}
			if (keys[VK_LEFT])
			{
					z_rot3=zrot3+Rot;

					if (z_rot3>360)				
					{
						z_rot3=zrot3-360;		
					}				
			}
			if (!keys[VK_LEFT])
			{
			}
			if (keys[VK_RIGHT])
			{
					z_rot3=zrot3-Rot;

					if (z_rot3<0)				
					{
						z_rot3=zrot3+360;		
					}			}
			if (!keys[VK_RIGHT])
			{
			}
				if (keys['Q'])				
				{	
					x_rot3=xrot3-Rot;

					if (x_rot3<0)				
					{
						x_rot3=xrot3+360;		
					}					
				}
				if (!keys['Q'])					
				{
				}
				if (keys['W'])				
				{
					x_rot3=xrot3+Rot;

					if (x_rot3>360)				
					{
						x_rot3=xrot3-360;		
					}
				}
				if (!keys['W'])					
				{
				}
				if (keys['A'])				
				{
					y_rot3=yrot3+Rot;

					if (y_rot3>360)				
					{
						y_rot3=yrot3-360;		
					}
				}
				if (!keys['A'])					
				{
				}
				if (keys['S'])				
				{
					y_rot3=yrot3-Rot;

					if (y_rot3<0)				
					{
						y_rot3=yrot3+360;		
					}
				}
				if (!keys['S'])					
				{
				}
				if (keys['Z'])				
				{
					z_rot3=zrot3+Rot;

					if (z_rot3>360)				
					{
						z_rot3=zrot3-360;		
					}
				}
				if (!keys['Z'])					
				{
				}
				if (keys['X'])				
				{
					z_rot3=zrot3-Rot;

					if (z_rot3<0)				
					{
						z_rot3=zrot3+360;		
					}
				}
				if (!keys['X'])					
				{
				}


				if (keys['B'])				
				{
					mOv+=0.01f;
				}
				if (!keys['B'])					
				{ 					
				}
				if (keys['N'])				
				{
					mOv-=0.01f;
				}
				if (!keys['N'])					
				{	
				}

		}
	}

	// Shutdown
	KillGLWindow();								// Kill The Window
	return (msg.wParam);							// Exit The Program
}



